[v1.0.1] Old RPG Tileset & Darkwood UI

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Grey
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Re: Old RPG Tileset - updated for beta 40!

#151 Post by Grey »

The townsfolk distinction is very cool!
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bricks
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Re: Old RPG Tileset - updated for beta 40!

#152 Post by bricks »

Yeah, that's a really unique use of image resolution. The orcs look rather boorish. :P
Sorry about all the parentheses (sometimes I like to clarify things).

daftigod
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Re: Old RPG Tileset - updated for beta 40!

#153 Post by daftigod »

Revisiting statuses 8)
statuses.png
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Would anyone here be up for helping with some code to add these into the game? It would probably be a huge PITA since there would be so much layer prioritizing to get right. Buuuutt... you would be like a super hero in my book!

phantomglider
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Re: Old RPG Tileset - updated for beta 40!

#154 Post by phantomglider »

I think I'd be able to do this, though I'm not completely certain. I'd have to overload Actor.lua, which would be terrible for compatibility, unless I tried to do something weird with the actBase hook that I would probably screw up. I'm willing to give it a shot, though.
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.

daftigod
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Re: Old RPG Tileset - updated for beta 40!

#155 Post by daftigod »

yeaaah phantom! thanks!

when I think more about this though, i'm not quite sure how much work we're getting into here, or if it's even possible to overlay this many different things on top of each other in a manageable way. there are a TON of different statuses/effects in the game, so maybe we could shorten the list to just the most common or dangerous afflictions.

stunned/burning/poisoned are the effects I "miss" the most when I'm playing. As in, I don't notice when I'm one of those three things more often than anything else. So IMHO those should be top priority. Maybe you could start by just trying to work those 3 into the game just to see if it works? I'm open for any input or suggestions on this, and am willing to experiment with any ideas anyone has for how something should look or be presented.

For instance how should the player look when stunned? I was thinking little birds or stars flying around the player's head, but that would require animation and would be very hard to draw with just a few pixels. Just X out the eyes and draw a few squiqqles above his head? I honestly don't know. Does anyone have any ideas for this or other statuses?

Should we make seperate tiles for stunned / temporal stunned / gloom stunned / madness stunned? Or just use one tile for all? What about all the burning types or hexed types? This is alot of work!

But I'm down to try if we can get a good game plan and some ideas! Does anyone know if shockbolt or dg already have plans for this?

thanks again for offering phantomglider :)
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daftigod
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Re: Old RPG Tileset - updated for beta 40!

#156 Post by daftigod »

New female armor! Complete!! :mrgreen:
newarmor-finished.png
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combined upper and lower halves of armors into one tile. ToME always uses the same upper/lower comination with armor pieces anyway, and this method actually allows for more diversity with the lower half

daftigod
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Re: Old RPG Tileset - updated for beta 40!

#157 Post by daftigod »

swamp "set" (just a couple new plants)
swamp.png
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npc's used for now
naga.png
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fleshed out talent icon borders
talents.png
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Grey
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Re: Old RPG Tileset - updated for beta 40!

#158 Post by Grey »

Are those nagas? They don't fit too well with the creature descriptions :/ the character armours look great though :)
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PureQuestion
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Re: Old RPG Tileset - updated for beta 40!

#159 Post by PureQuestion »

Grey wrote:Are those nagas? They don't fit too well with the creature descriptions :/ the character armours look great though :)
Very little of his art matches the current descriptions.

Grey
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Re: Old RPG Tileset - updated for beta 40!

#160 Post by Grey »

Perhaps, but for lore purposes the nagas are particularly out of place.
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daftigod
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Re: Old RPG Tileset - updated for beta 40!

#161 Post by daftigod »

Yeah guys, I'm very aware of the inconsistencies. I'm just working with what I can find as far as npc's go. In many many cases, two or more old sprites were combined in an attempt to get things closer to the desc. Tons of recoloring too. But, more often than not the result ends up still pretty far from perfection. Remember that the npc's in this pack are mostly from 10-20 year old games that had only faint similarities with the ToME theme. ie, medieval setting with giants and wizards and stuff.

One thing I have to clarify though, is that the npc's are NOT my art! I can't take credit for designing those creatures, just for copy/pasting and recoloring/shading/editing them. My goal is to someday be able to get to the point where i can design full sprites this good. My job with this entire pack is more of a art management or direction thing, although lately I've been doing quite a bit of creation too so we'll see how it all works out.

I would REALLY love to have the talent and time to draw all 600+ npc's from scratch, but I'm not quite there yet! Maybe someday I'll start small with some little critters, but for now I'm trying to focus on getting this thing complete (at the cost of accuracy). I will see what I can do about the nagas for sure, maybe just by putting some human heads on the snake bodies or some other easy/lame fix. What I would really like to do sometime is to get a huge template of all sorts of different pieces from other sprites. Like swords and shields, heads and bodies, arms legs and tails, masks and other things. That way I could piece a new sprite together like a puzzle in an attempt to get it more accurate.

On the plus side, the next version will have over 100 new or edited npc's. I tried to fix some of the most glaring inconsistencies, redid the whole elven lineup again, the new orcs are a big improvement, some of the smaller tiles have been enlarged, and bosses should be better too. Many terrain tiles have also been added or fixed (spellblaze area looks less jaggy for instance). Quite a few objects have been updated also, and should be more consistent with the player doll stuff. So this should be a pretty huge update! Thanks for the input, and please keep it coming!

daftigod
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Re: Old RPG Tileset - updated for beta 40!

#162 Post by daftigod »

tl;dr version

hope this is an improvement:
nagasv3.png
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PureQuestion
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Re: Old RPG Tileset - updated for beta 40!

#163 Post by PureQuestion »

Oh I've certainly recognized at least some of them. Although one (I think the Arch Lich? Maybe Ancient Lich) is from Maple Story, which is very much not 10 to 20 years old :P

daftigod
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Re: Old RPG Tileset - updated for beta 40!

#164 Post by daftigod »

Heh, I took some liberties ;)

Here's an example of what I'm talking about when combining sprites:

Top - boss sprite from Dragon Warrior Monsters 1&2 for PS1 + regular enemy from an obscure Japanese title for SNES = tidewarden
nagaswip.png
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Bottom - naga sprite from one of the Final Fantasy remixes + Magissa sprite from FFIV for SNES = Lady Zoisla

edge2054
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Re: Old RPG Tileset - updated for beta 40!

#165 Post by edge2054 »

Those new nagas look great :)

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